/*
* Photon reactor
* Copyright (c) 2011 Jice
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*     * Redistributions of source code must retain the above copyright
*       notice, this list of conditions and the following disclaimer.
*     * Redistributions in binary form must reproduce the above copyright
*       notice, this list of conditions and the following disclaimer in the
*       documentation and/or other materials provided with the distribution.
*     * The names of Jice may not be used to endorse or promote products
*       derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY JICE ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL JICE BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#include "Shader.hpp"

Shader::Shader(Map& _map) noexcept: map(_map)
{
	lightmap.resize(map.getWidth() * map.getHeight());
}

int Shader::addLight(const Geometry::Point2D<uint32_t>& _coordinate, int radius, const Doryen::Color& col)
{
	int id = lights.size();
	Light l;

	l.coordinate = _coordinate;

	l.radius = radius;
	l.col.copy(col);
	lights.push_back(l);
	return id;
}


void Shader::updateLight( int id, int x, int y, int radius, const Doryen::Color &col )
{
	Light& l = lights[id];

	l.coordinate.x = x;
	l.coordinate.y = y;
	l.radius = radius;
	l.col.copy(col);
}

const Doryen::Color &Shader::getLightColor( int x, int y )
{
	return lightmap[x + y * map.getWidth()];
}
